LGST 240 Chapter 1: Fun and Accessibility notes
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Nicole lazzaro"s 4 types of fun: easy fun, hard fun, serious fun, people fun. Ask your playtesters what they think of the consequences of their choices as they play. What is it about the story, characters, etc. that is working or not working for them: you don"t have to include all the above in your game. Improving player choices to make them fun: risk v. reward: each choice must have potential upside or downside consequence that alters the game and makes it more fun, get rid of choices players don"t care about. Each decision should matter: you need time to breathe, too, types of decisions (a decision can have more than one of these qualities): Dramatic decision- taps into a player"s emotional state. Weighted decision- a balanced decision with consequences on both sides. Informed decision- where the player has ample information.